This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Author Topic: The thing and the whole of the thing.  (Read 711 times)

Levi Kornelsen

  • Hero Member
  • *****
  • L
  • Posts: 2054
    • View Profile
The thing and the whole of the thing.
« on: August 28, 2006, 12:48:22 PM »
Here's the sum entirety of my theory, to date:

To get the most out of your game, you need:

1. A basic consensus on how to play and why, whether or not you talk about it.  My advice for this is 'the twelve' - which was put up here as "a dozen pieces of gaming advice' some time ago.  This is far and away the most important thing.

2. To plan the game well; this can and sometimes does extend to houseruling, or even to the point of writing your own game, if what you want is strange or very specific.  There are an infinite number of ways to do this; my own method is down in the craft forum here.

3. To learn how to imporvise in play.  I haven't got this all cleaned up as a set of thoughts, yet.

4. To have the vocabulary, whether plain or artificial, that lets everyone get specific about what they liked and didn't like, so that they can give each other good feedback.  If the vocabulary fails to let you give good feedback in this way, it's a write-off to gameplay, though it might be useful to design.  I put up a theory-type glossary a while back on these boards - it's useful to some, not so much to others.

joewolz

  • Hero Member
  • *****
  • Posts: 1887
    • View Profile
    • http://2gms1mic.com
The thing and the whole of the thing.
« Reply #1 on: August 28, 2006, 02:22:01 PM »
I agree. Good planning, consensus and feedback are the most important parts of a good game.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

Settembrini

  • Hero Member
  • *****
  • Posts: 6796
    • View Profile
The thing and the whole of the thing.
« Reply #2 on: August 29, 2006, 02:20:48 AM »
Levi, this is mostly the social dimension, it's the infrastructure. What you foremostly need gaming wise, is a rocking kewl idea, that will blow the players heads!
If there can't be a TPK against the will of the players it's not an RPG.- Pierce Inverarity

Levi Kornelsen

  • Hero Member
  • *****
  • L
  • Posts: 2054
    • View Profile
The thing and the whole of the thing.
« Reply #3 on: August 29, 2006, 03:02:59 AM »
Quote from: Settembrini
Levi, this is mostly the social dimension, it's the infrastructure. What you foremostly need gaming wise, is a rocking kewl idea, that will blow the players heads!


"How to play and why."

Why, in this case, isn't academic blather.  It's rockin' content, keyed to whatever-the-players-like in an RPG.

Settembrini

  • Hero Member
  • *****
  • Posts: 6796
    • View Profile
The thing and the whole of the thing.
« Reply #4 on: August 29, 2006, 03:10:04 AM »
I see. Then, I'm with you.

"Social Contract, meet Mr. Rock. N. Idea. Have fun!"
If there can't be a TPK against the will of the players it's not an RPG.- Pierce Inverarity